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-
- Doug here,
-
- > BTW Adding the resolution stuff fixes the problem of changing mode with
- > BlowUP installed. (VSetScreen [or was it VSetMode] switches to the the
- > high-rez TC mode - so I get 640x480xTC on my machine...)
-
- We are writing a new screen booster. It performs much better than the others.
- It doesn't kill your low-res modes, and it fixes the VSetScreen bug in NVDI.
- It also removes that annoying mono bug where the borders screw up all over
- the place. It even works with MagiC and even Geneva without screwing things up!
-
- It also appears BlowUP doesn't calculate the horizontal registers properly,
- putting annoying limitations on the maximum achievable resolution on most
- monitors. This can result in 'bending' effects and compression near the edges,
- as well as darkened screens and other weird things.
-
- The driver is finished (I'm using it now), but we are still working on the
- res-editing part...
-
- > Yes, I managed to fix the floors - but the walls were all too short for
- > some reason. :/ Maybe this is because I didn't patch the DSP code?
-
- This is something you might have difficulty with right now. The aspect-ratio
- calculations in BM make selecting a base window size a little more complex
- than it looks. I could remove the aspect ratio stuff but that impacts on
- other areas - RGB monitors in particular...
-
- > My changes to the code are static and you have to reassemble (and patch the
- > DSP code) to get a new resolution, but it shows that there's no real
- > problem doing this.
-
- > patch the DSP code? I didn't do this??
-
- Bad Mood is already capable of working out the screen size on it's own - I've
- just omitted to explain how. :)
-
- I'll explain how to do this after I get a chance to play with it again. It's
- been a while since I looked at it.
-
- There are probably a few inconsistencies though, like multiple line-width
- variables etc.. this is due to returning to the code for an hour or so after
- several weeks (or months) away from it. Things get a bit disorganized...
-
- :)
-
- > Could whoever was going to implement the resolution changes, please, do it?
- > We don't need any fancy menu stuff at the moment. Another command line
- > switch would be quite fine.
-
- > Yep - or perhaps a .cnf [or .ini] file...
-
- This is what I was working on, but I think it was passed off some time
- ago as being a bit unfriendly. I produced an ini file describing which mode
- to use for which display selection. It also allows you to indicate where software
- emulation of 'big' pixels should be used when low-detail is enabled.
-
- > I also tried turning off the floor/ceiling textures and I believe that
- > may be a good option for slower machines. IIRC Doom on the SNES does that.
-
- Fair enough, but it won't save that much time. The DSP will still need to
- calculate and return all the relevant info for texturing the floors. This takes
- quite a bit of machine time even without drawing the textures.
-
- It might be practical to strip down the DSP driver for flat-shading. There's
- not really enough room in there for two copies of several routines, and fudging
- it into the current driver would make things over-complicated.
-
- Doug.
-
-